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added SDL development files for Windows

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commit 50ad45e334cfa8fe0cd205f838e7c18bde38d1c0 1 parent f252c70
@ETLegacyTransifexRobot ETLegacyTransifexRobot authored
Showing with 64,263 additions and 7 deletions.
  1. +38 −7 CMakeLists.txt
  2. +18 −0 sdl-windows/BUGS.txt
  3. +458 −0 sdl-windows/COPYING.txt
  4. +13 −0 sdl-windows/README-SDL.txt
  5. +49 −0 sdl-windows/README.txt
  6. +159 −0 sdl-windows/VisualC.html
  7. +727 −0 sdl-windows/WhatsNew.txt
  8. +698 −0 sdl-windows/docs.html
  9. +242 −0 sdl-windows/docs/html/audio.html
  10. +260 −0 sdl-windows/docs/html/cdrom.html
  11. +216 −0 sdl-windows/docs/html/event.html
  12. +481 −0 sdl-windows/docs/html/eventfunctions.html
  13. +233 −0 sdl-windows/docs/html/eventstructures.html
  14. +225 −0 sdl-windows/docs/html/general.html
  15. +174 −0 sdl-windows/docs/html/guide.html
  16. +148 −0 sdl-windows/docs/html/guideaboutsdldoc.html
  17. +228 −0 sdl-windows/docs/html/guideaudioexamples.html
  18. +240 −0 sdl-windows/docs/html/guidebasicsinit.html
  19. +275 −0 sdl-windows/docs/html/guidecdromexamples.html
  20. +195 −0 sdl-windows/docs/html/guidecredits.html
  21. +247 −0 sdl-windows/docs/html/guideeventexamples.html
  22. +188 −0 sdl-windows/docs/html/guideexamples.html
  23. +739 −0 sdl-windows/docs/html/guideinput.html
  24. +746 −0 sdl-windows/docs/html/guideinputkeyboard.html
  25. +178 −0 sdl-windows/docs/html/guidepreface.html
  26. +173 −0 sdl-windows/docs/html/guidethebasics.html
  27. +183 −0 sdl-windows/docs/html/guidetimeexamples.html
  28. +463 −0 sdl-windows/docs/html/guidevideo.html
  29. +730 −0 sdl-windows/docs/html/guidevideoopengl.html
  30. +1,156 −0 sdl-windows/docs/html/index.html
  31. +296 −0 sdl-windows/docs/html/joystick.html
  32. +194 −0 sdl-windows/docs/html/reference.html
  33. +335 −0 sdl-windows/docs/html/sdlactiveevent.html
  34. +296 −0 sdl-windows/docs/html/sdladdtimer.html
  35. +556 −0 sdl-windows/docs/html/sdlaudiocvt.html
  36. +589 −0 sdl-windows/docs/html/sdlaudiospec.html
  37. +339 −0 sdl-windows/docs/html/sdlblitsurface.html
  38. +291 −0 sdl-windows/docs/html/sdlbuildaudiocvt.html
  39. +359 −0 sdl-windows/docs/html/sdlcd.html
  40. +217 −0 sdl-windows/docs/html/sdlcdclose.html
  41. +226 −0 sdl-windows/docs/html/sdlcdeject.html
  42. +239 −0 sdl-windows/docs/html/sdlcdname.html
  43. +205 −0 sdl-windows/docs/html/sdlcdnumdrives.html
  44. +275 −0 sdl-windows/docs/html/sdlcdopen.html
  45. +233 −0 sdl-windows/docs/html/sdlcdpause.html
  46. +243 −0 sdl-windows/docs/html/sdlcdplay.html
  47. +325 −0 sdl-windows/docs/html/sdlcdplaytracks.html
  48. +233 −0 sdl-windows/docs/html/sdlcdresume.html
  49. +273 −0 sdl-windows/docs/html/sdlcdstatus.html
  50. +226 −0 sdl-windows/docs/html/sdlcdstop.html
  51. +313 −0 sdl-windows/docs/html/sdlcdtrack.html
  52. +205 −0 sdl-windows/docs/html/sdlcloseaudio.html
  53. +300 −0 sdl-windows/docs/html/sdlcolor.html
  54. +224 −0 sdl-windows/docs/html/sdlcondbroadcast.html
  55. +224 −0 sdl-windows/docs/html/sdlcondsignal.html
  56. +231 −0 sdl-windows/docs/html/sdlcondwait.html
  57. +230 −0 sdl-windows/docs/html/sdlcondwaittimeout.html
  58. +407 −0 sdl-windows/docs/html/sdlconvertaudio.html
  59. +271 −0 sdl-windows/docs/html/sdlconvertsurface.html
  60. +240 −0 sdl-windows/docs/html/sdlcreatecond.html
  61. +398 −0 sdl-windows/docs/html/sdlcreatecursor.html
  62. +249 −0 sdl-windows/docs/html/sdlcreatemutex.html
  63. +458 −0 sdl-windows/docs/html/sdlcreatergbsurface.html
  64. +256 −0 sdl-windows/docs/html/sdlcreatergbsurfacefrom.html
  65. +303 −0 sdl-windows/docs/html/sdlcreatesemaphore.html
  66. +223 −0 sdl-windows/docs/html/sdlcreatethread.html
  67. +256 −0 sdl-windows/docs/html/sdlcreateyuvoverlay.html
  68. +231 −0 sdl-windows/docs/html/sdldelay.html
  69. +206 −0 sdl-windows/docs/html/sdldestroycond.html
  70. +209 −0 sdl-windows/docs/html/sdldestroymutex.html
  71. +278 −0 sdl-windows/docs/html/sdldestroysemaphore.html
  72. +262 −0 sdl-windows/docs/html/sdldisplayformat.html
  73. +250 −0 sdl-windows/docs/html/sdldisplayformatalpha.html
  74. +246 −0 sdl-windows/docs/html/sdldisplayyuvoverlay.html
  75. +238 −0 sdl-windows/docs/html/sdlenablekeyrepeat.html
  76. +252 −0 sdl-windows/docs/html/sdlenableunicode.html
  77. +1,227 −0 sdl-windows/docs/html/sdlenvvars.html
  78. +994 −0 sdl-windows/docs/html/sdlevent.html
  79. +276 −0 sdl-windows/docs/html/sdleventstate.html
  80. +252 −0 sdl-windows/docs/html/sdlexposeevent.html
  81. +291 −0 sdl-windows/docs/html/sdlfillrect.html
  82. +259 −0 sdl-windows/docs/html/sdlflip.html
  83. +209 −0 sdl-windows/docs/html/sdlfreecursor.html
  84. +219 −0 sdl-windows/docs/html/sdlfreesurface.html
  85. +222 −0 sdl-windows/docs/html/sdlfreewav.html
  86. +233 −0 sdl-windows/docs/html/sdlfreeyuvoverlay.html
  87. +263 −0 sdl-windows/docs/html/sdlgetappstate.html
  88. +221 −0 sdl-windows/docs/html/sdlgetaudiostatus.html
  89. +229 −0 sdl-windows/docs/html/sdlgetcliprect.html
  90. +219 −0 sdl-windows/docs/html/sdlgetcursor.html
  91. +205 −0 sdl-windows/docs/html/sdlgeterror.html
  92. +235 −0 sdl-windows/docs/html/sdlgeteventfilter.html
  93. +219 −0 sdl-windows/docs/html/sdlgetgammaramp.html
  94. +216 −0 sdl-windows/docs/html/sdlgetkeyname.html
  95. +253 −0 sdl-windows/docs/html/sdlgetkeystate.html
  96. +257 −0 sdl-windows/docs/html/sdlgetmodstate.html
  97. +253 −0 sdl-windows/docs/html/sdlgetmousestate.html
  98. +235 −0 sdl-windows/docs/html/sdlgetrelativemousestate.html
  99. +231 −0 sdl-windows/docs/html/sdlgetrgb.html
  100. +222 −0 sdl-windows/docs/html/sdlgetrgba.html
  101. +209 −0 sdl-windows/docs/html/sdlgetthreadid.html
  102. +206 −0 sdl-windows/docs/html/sdlgetticks.html
  103. +226 −0 sdl-windows/docs/html/sdlgetvideoinfo.html
  104. +208 −0 sdl-windows/docs/html/sdlgetvideosurface.html
  105. +379 −0 sdl-windows/docs/html/sdlglattr.html
  106. +247 −0 sdl-windows/docs/html/sdlglgetattribute.html
  107. +262 −0 sdl-windows/docs/html/sdlglgetprocaddress.html
  108. +231 −0 sdl-windows/docs/html/sdlglloadlibrary.html
  109. +286 −0 sdl-windows/docs/html/sdlglsetattribute.html
  110. +212 −0 sdl-windows/docs/html/sdlglswapbuffers.html
  111. +368 −0 sdl-windows/docs/html/sdlinit.html
  112. +283 −0 sdl-windows/docs/html/sdlinitsubsystem.html
  113. +330 −0 sdl-windows/docs/html/sdljoyaxisevent.html
  114. +340 −0 sdl-windows/docs/html/sdljoyballevent.html
  115. +351 −0 sdl-windows/docs/html/sdljoybuttonevent.html
  116. +413 −0 sdl-windows/docs/html/sdljoyhatevent.html
  117. +223 −0 sdl-windows/docs/html/sdljoystickclose.html
  118. +290 −0 sdl-windows/docs/html/sdljoystickeventstate.html
  119. +271 −0 sdl-windows/docs/html/sdljoystickgetaxis.html
  120. +262 −0 sdl-windows/docs/html/sdljoystickgetball.html
  121. +231 −0 sdl-windows/docs/html/sdljoystickgetbutton.html
  122. +297 −0 sdl-windows/docs/html/sdljoystickgethat.html
  123. +218 −0 sdl-windows/docs/html/sdljoystickindex.html
  124. +238 −0 sdl-windows/docs/html/sdljoystickname.html
  125. +225 −0 sdl-windows/docs/html/sdljoysticknumaxes.html
  126. +225 −0 sdl-windows/docs/html/sdljoysticknumballs.html
  127. +225 −0 sdl-windows/docs/html/sdljoysticknumbuttons.html
  128. +225 −0 sdl-windows/docs/html/sdljoysticknumhats.html
  129. +259 −0 sdl-windows/docs/html/sdljoystickopen.html
  130. +233 −0 sdl-windows/docs/html/sdljoystickopened.html
  131. +211 −0 sdl-windows/docs/html/sdljoystickupdate.html
  132. +2,630 −0 sdl-windows/docs/html/sdlkey.html
  133. +375 −0 sdl-windows/docs/html/sdlkeyboardevent.html
  134. +355 −0 sdl-windows/docs/html/sdlkeysym.html
  135. +223 −0 sdl-windows/docs/html/sdlkillthread.html
  136. +310 −0 sdl-windows/docs/html/sdllistmodes.html
  137. +219 −0 sdl-windows/docs/html/sdlloadbmp.html
  138. +296 −0 sdl-windows/docs/html/sdlloadwav.html
  139. +208 −0 sdl-windows/docs/html/sdllockaudio.html
  140. +306 −0 sdl-windows/docs/html/sdllocksurface.html
  141. +252 −0 sdl-windows/docs/html/sdllockyuvoverlay.html
  142. +254 −0 sdl-windows/docs/html/sdlmaprgb.html
  143. +242 −0 sdl-windows/docs/html/sdlmaprgba.html
  144. +237 −0 sdl-windows/docs/html/sdlmixaudio.html
  145. +346 −0 sdl-windows/docs/html/sdlmousebuttonevent.html
  146. +365 −0 sdl-windows/docs/html/sdlmousemotionevent.html
  147. +241 −0 sdl-windows/docs/html/sdlmutexp.html
  148. +235 −0 sdl-windows/docs/html/sdlmutexv.html
  149. +222 −0 sdl-windows/docs/html/sdlnumjoysticks.html
  150. +578 −0 sdl-windows/docs/html/sdlopenaudio.html
  151. +362 −0 sdl-windows/docs/html/sdloverlay.html
  152. +301 −0 sdl-windows/docs/html/sdlpalette.html
  153. +221 −0 sdl-windows/docs/html/sdlpauseaudio.html
  154. +321 −0 sdl-windows/docs/html/sdlpeepevents.html
  155. +528 −0 sdl-windows/docs/html/sdlpixelformat.html
  156. +269 −0 sdl-windows/docs/html/sdlpollevent.html
  157. +244 −0 sdl-windows/docs/html/sdlpumpevents.html
  158. +266 −0 sdl-windows/docs/html/sdlpushevent.html
  159. +244 −0 sdl-windows/docs/html/sdlquit.html
  160. +263 −0 sdl-windows/docs/html/sdlquitevent.html
  161. +248 −0 sdl-windows/docs/html/sdlquitsubsystem.html
  162. +258 −0 sdl-windows/docs/html/sdlrect.html
  163. +236 −0 sdl-windows/docs/html/sdlremovetimer.html
  164. +307 −0 sdl-windows/docs/html/sdlresizeevent.html
  165. +236 −0 sdl-windows/docs/html/sdlsavebmp.html
  166. +299 −0 sdl-windows/docs/html/sdlsempost.html
  167. +319 −0 sdl-windows/docs/html/sdlsemtrywait.html
  168. +273 −0 sdl-windows/docs/html/sdlsemvalue.html
  169. +298 −0 sdl-windows/docs/html/sdlsemwait.html
  170. +322 −0 sdl-windows/docs/html/sdlsemwaittimeout.html
  171. +500 −0 sdl-windows/docs/html/sdlsetalpha.html
  172. +241 −0 sdl-windows/docs/html/sdlsetcliprect.html
  173. +321 −0 sdl-windows/docs/html/sdlsetcolorkey.html
  174. +358 −0 sdl-windows/docs/html/sdlsetcolors.html
  175. +222 −0 sdl-windows/docs/html/sdlsetcursor.html
  176. +284 −0 sdl-windows/docs/html/sdlseteventfilter.html
  177. +231 −0 sdl-windows/docs/html/sdlsetgamma.html
  178. +230 −0 sdl-windows/docs/html/sdlsetgammaramp.html
  179. +237 −0 sdl-windows/docs/html/sdlsetmodstate.html
  180. +352 −0 sdl-windows/docs/html/sdlsetpalette.html
  181. +267 −0 sdl-windows/docs/html/sdlsettimer.html
  182. +558 −0 sdl-windows/docs/html/sdlsetvideomode.html
  183. +239 −0 sdl-windows/docs/html/sdlshowcursor.html
  184. +597 −0 sdl-windows/docs/html/sdlsurface.html
  185. +233 −0 sdl-windows/docs/html/sdlsyswmevent.html
  186. +190 −0 sdl-windows/docs/html/sdlthreadid.html
  187. +211 −0 sdl-windows/docs/html/sdlunlockaudio.html
  188. +219 −0 sdl-windows/docs/html/sdlunlocksurface.html
  189. +225 −0 sdl-windows/docs/html/sdlunlockyuvoverlay.html
  190. +266 −0 sdl-windows/docs/html/sdlupdaterect.html
  191. +255 −0 sdl-windows/docs/html/sdlupdaterects.html
  192. +337 −0 sdl-windows/docs/html/sdluserevent.html
  193. +243 −0 sdl-windows/docs/html/sdlvideodrivername.html
  194. +408 −0 sdl-windows/docs/html/sdlvideoinfo.html
  195. +270 −0 sdl-windows/docs/html/sdlvideomodeok.html
  196. +231 −0 sdl-windows/docs/html/sdlwaitevent.html
  197. +231 −0 sdl-windows/docs/html/sdlwaitthread.html
  198. +205 −0 sdl-windows/docs/html/sdlwarpmouse.html
  199. +284 −0 sdl-windows/docs/html/sdlwasinit.html
  200. +222 −0 sdl-windows/docs/html/sdlwmgetcaption.html
  201. +224 −0 sdl-windows/docs/html/sdlwmgrabinput.html
  202. +211 −0 sdl-windows/docs/html/sdlwmiconifywindow.html
  203. +212 −0 sdl-windows/docs/html/sdlwmsetcaption.html
  204. +260 −0 sdl-windows/docs/html/sdlwmseticon.html
  205. +205 −0 sdl-windows/docs/html/sdlwmtogglefullscreen.html
  206. +313 −0 sdl-windows/docs/html/thread.html
  207. +206 −0 sdl-windows/docs/html/time.html
  208. +507 −0 sdl-windows/docs/html/video.html
  209. +188 −0 sdl-windows/docs/html/wm.html
  210. BIN  sdl-windows/docs/images/rainbow.gif
  211. +55 −0 sdl-windows/docs/index.html
  212. +101 −0 sdl-windows/include/SDL.h
  213. +63 −0 sdl-windows/include/SDL_active.h
  214. +284 −0 sdl-windows/include/SDL_audio.h
  215. +29 −0 sdl-windows/include/SDL_byteorder.h
  216. +202 −0 sdl-windows/include/SDL_cdrom.h
  217. +45 −0 sdl-windows/include/SDL_config.h
  218. +106 −0 sdl-windows/include/SDL_config_dreamcast.h
  219. +112 −0 sdl-windows/include/SDL_config_macos.h
  220. +150 −0 sdl-windows/include/SDL_config_macosx.h
Sorry, we could not display the entire diff because it was too big.
View
45 CMakeLists.txt
@@ -1,5 +1,36 @@
if(WIN32)
- message(FATAL_ERROR "Sorry, building bundled libs is not yet supported on Windows.")
+ # FIXME: incomplete windows build with bundled libs
+
+ #-----------------------------------------------------------------
+ # Build bundled JPEG library
+ #-----------------------------------------------------------------
+ add_custom_command(OUTPUT ${CMAKE_SOURCE_DIR}/libs/jpeg/libjpeg.lib
+ COMMAND NMAKE /f makefile.vc setup-v10 && NMAKE /f makefile.vc
+ WORKING_DIRECTORY ${CMAKE_SOURCE_DIR}/libs/jpeg
+ )
+
+ add_custom_target(bundled_jpeg
+ DEPENDS ${CMAKE_SOURCE_DIR}/libs/jpeg/libjpeg.lib
+ )
+
+ #-----------------------------------------------------------------
+ # Build bundled cURL library
+ #-----------------------------------------------------------------
+ add_custom_command(OUTPUT ${CMAKE_SOURCE_DIR}/libs/curl/builds/libcurl-release-static-ipv6/lib/libcurl_a.lib
+ COMMAND NMAKE /f Makefile.vc mode=static USE_SSPI=no USE_IDN=no
+ WORKING_DIRECTORY ${CMAKE_SOURCE_DIR}/libs/curl/winbuild
+ )
+
+ add_custom_target(bundled_curl
+ DEPENDS ${CMAKE_SOURCE_DIR}/libs/curl/builds/libcurl-release-static-ipv6/lib/libcurl_a.lib
+ )
+
+ # return compiled libs to the parent CMakeLists.txt
+ set(BUNDLED_LIBRARIES "${CMAKE_SOURCE_DIR}/libs/curl/builds/libcurl-release-static-ipv6/lib/libcurl_a.lib"
+ "${CMAKE_SOURCE_DIR}/libs/jpeg/libjpeg.lib"
+ "${CMAKE_SOURCE_DIR}/libs/sdl-windows/lib/x86/SDL.lib"
+ "${CMAKE_SOURCE_DIR}/libs/sdl-windows/lib/x86/SDLmain.lib"
+ PARENT_SCOPE)
elseif(UNIX)
if(CROSS_COMPILE32)
set(CROSS_COMPILE32_FLAGS "CFLAGS=-m32 LDFLAGS=-m32")
@@ -48,10 +79,10 @@ elseif(UNIX)
"${CMAKE_SOURCE_DIR}/libs/jpeg/.libs/libjpeg.a"
"${CMAKE_SOURCE_DIR}/libs/sdl/build/.libs/libSDL.a"
PARENT_SCOPE)
-
- # return include dirs to the parent CMakeLists.txt
- set(BUNDLED_INCLUDE_DIRS "${CMAKE_SOURCE_DIR}/libs/curl/include"
- "${CMAKE_SOURCE_DIR}/libs/jpeg"
- "${CMAKE_SOURCE_DIR}/libs/sdl/include"
- PARENT_SCOPE)
endif()
+
+# return include dirs to the parent CMakeLists.txt
+set(BUNDLED_INCLUDE_DIRS "${CMAKE_SOURCE_DIR}/libs/curl/include"
+ "${CMAKE_SOURCE_DIR}/libs/jpeg"
+ "${CMAKE_SOURCE_DIR}/libs/sdl/include"
+ PARENT_SCOPE)
View
18 sdl-windows/BUGS.txt
@@ -0,0 +1,18 @@
+
+Bugs are now managed in the SDL bug tracker, here:
+
+ http://bugzilla.libsdl.org/
+
+You may report bugs there, and search to see if a given issue has already
+ been reported, discussed, and maybe even fixed.
+
+
+
+You may also find help at the SDL mailing list. Subscription information:
+
+ http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org
+
+Bug reports are welcome here, but we really appreciate if you use Bugzilla, as
+ bugs discussed on the mailing list may be forgotten or missed.
+
+
View
458 sdl-windows/COPYING.txt
@@ -0,0 +1,458 @@
+ GNU LESSER GENERAL PUBLIC LICENSE
+ Version 2.1, February 1999
+
+ Copyright (C) 1991, 1999 Free Software Foundation, Inc.
+ 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
+ Everyone is permitted to copy and distribute verbatim copies
+ of this license document, but changing it is not allowed.
+
+[This is the first released version of the Lesser GPL. It also counts
+ as the successor of the GNU Library Public License, version 2, hence
+ the version number 2.1.]
+
+ Preamble
+
+ The licenses for most software are designed to take away your
+freedom to share and change it. By contrast, the GNU General Public
+Licenses are intended to guarantee your freedom to share and change
+free software--to make sure the software is free for all its users.
+
+ This license, the Lesser General Public License, applies to some
+specially designated software packages--typically libraries--of the
+Free Software Foundation and other authors who decide to use it. You
+can use it too, but we suggest you first think carefully about whether
+this license or the ordinary General Public License is the better
+strategy to use in any particular case, based on the explanations below.
+
+ When we speak of free software, we are referring to freedom of use,
+not price. Our General Public Licenses are designed to make sure that
+you have the freedom to distribute copies of free software (and charge
+for this service if you wish); that you receive source code or can get
+it if you want it; that you can change the software and use pieces of
+it in new free programs; and that you are informed that you can do
+these things.
+
+ To protect your rights, we need to make restrictions that forbid
+distributors to deny you these rights or to ask you to surrender these
+rights. These restrictions translate to certain responsibilities for
+you if you distribute copies of the library or if you modify it.
+
+ For example, if you distribute copies of the library, whether gratis
+or for a fee, you must give the recipients all the rights that we gave
+you. You must make sure that they, too, receive or can get the source
+code. If you link other code with the library, you must provide
+complete object files to the recipients, so that they can relink them
+with the library after making changes to the library and recompiling
+it. And you must show them these terms so they know their rights.
+
+ We protect your rights with a two-step method: (1) we copyright the
+library, and (2) we offer you this license, which gives you legal
+permission to copy, distribute and/or modify the library.
+
+ To protect each distributor, we want to make it very clear that
+there is no warranty for the free library. Also, if the library is
+modified by someone else and passed on, the recipients should know
+that what they have is not the original version, so that the original
+author's reputation will not be affected by problems that might be
+introduced by others.
+
+ Finally, software patents pose a constant threat to the existence of
+any free program. We wish to make sure that a company cannot
+effectively restrict the users of a free program by obtaining a
+restrictive license from a patent holder. Therefore, we insist that
+any patent license obtained for a version of the library must be
+consistent with the full freedom of use specified in this license.
+
+ Most GNU software, including some libraries, is covered by the
+ordinary GNU General Public License. This license, the GNU Lesser
+General Public License, applies to certain designated libraries, and
+is quite different from the ordinary General Public License. We use
+this license for certain libraries in order to permit linking those
+libraries into non-free programs.
+
+ When a program is linked with a library, whether statically or using
+a shared library, the combination of the two is legally speaking a
+combined work, a derivative of the original library. The ordinary
+General Public License therefore permits such linking only if the
+entire combination fits its criteria of freedom. The Lesser General
+Public License permits more lax criteria for linking other code with
+the library.
+
+ We call this license the "Lesser" General Public License because it
+does Less to protect the user's freedom than the ordinary General
+Public License. It also provides other free software developers Less
+of an advantage over competing non-free programs. These disadvantages
+are the reason we use the ordinary General Public License for many
+libraries. However, the Lesser license provides advantages in certain
+special circumstances.
+
+ For example, on rare occasions, there may be a special need to
+encourage the widest possible use of a certain library, so that it becomes
+a de-facto standard. To achieve this, non-free programs must be
+allowed to use the library. A more frequent case is that a free
+library does the same job as widely used non-free libraries. In this
+case, there is little to gain by limiting the free library to free
+software only, so we use the Lesser General Public License.
+
+ In other cases, permission to use a particular library in non-free
+programs enables a greater number of people to use a large body of
+free software. For example, permission to use the GNU C Library in
+non-free programs enables many more people to use the whole GNU
+operating system, as well as its variant, the GNU/Linux operating
+system.
+
+ Although the Lesser General Public License is Less protective of the
+users' freedom, it does ensure that the user of a program that is
+linked with the Library has the freedom and the wherewithal to run
+that program using a modified version of the Library.
+
+ The precise terms and conditions for copying, distribution and
+modification follow. Pay close attention to the difference between a
+"work based on the library" and a "work that uses the library". The
+former contains code derived from the library, whereas the latter must
+be combined with the library in order to run.
+
+ GNU LESSER GENERAL PUBLIC LICENSE
+ TERMS AND CONDITIONS FOR COPYING, DISTRIBUTION AND MODIFICATION
+
+ 0. This License Agreement applies to any software library or other
+program which contains a notice placed by the copyright holder or
+other authorized party saying it may be distributed under the terms of
+this Lesser General Public License (also called "this License").
+Each licensee is addressed as "you".
+
+ A "library" means a collection of software functions and/or data
+prepared so as to be conveniently linked with application programs
+(which use some of those functions and data) to form executables.
+
+ The "Library", below, refers to any such software library or work
+which has been distributed under these terms. A "work based on the
+Library" means either the Library or any derivative work under
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+portion of it, either verbatim or with modifications and/or translated
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+WRITING WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MAY MODIFY
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+
+ END OF TERMS AND CONDITIONS
View
13 sdl-windows/README-SDL.txt
@@ -0,0 +1,13 @@
+
+Please distribute this file with the SDL runtime environment:
+
+The Simple DirectMedia Layer (SDL for short) is a cross-platfrom library
+designed to make it easy to write multi-media software, such as games and
+emulators.
+
+The Simple DirectMedia Layer library source code is available from:
+http://www.libsdl.org/
+
+This library is distributed under the terms of the GNU LGPL license:
+http://www.gnu.org/copyleft/lesser.html
+
View
49 sdl-windows/README.txt
@@ -0,0 +1,49 @@
+
+ Simple DirectMedia Layer
+
+ (SDL)
+
+ Version 1.2
+
+---
+http://www.libsdl.org/
+
+This is the Simple DirectMedia Layer, a general API that provides low
+level access to audio, keyboard, mouse, joystick, 3D hardware via OpenGL,
+and 2D framebuffer across multiple platforms.
+
+The current version supports Linux, Windows CE/95/98/ME/XP/Vista, BeOS,
+MacOS Classic, Mac OS X, FreeBSD, NetBSD, OpenBSD, BSD/OS, Solaris, IRIX,
+and QNX. The code contains support for Dreamcast, Atari, AIX, OSF/Tru64,
+RISC OS, SymbianOS, Nintendo DS, and OS/2, but these are not officially
+supported.
+
+SDL is written in C, but works with C++ natively, and has bindings to
+several other languages, including Ada, C#, Eiffel, Erlang, Euphoria,
+Guile, Haskell, Java, Lisp, Lua, ML, Objective C, Pascal, Perl, PHP,
+Pike, Pliant, Python, Ruby, and Smalltalk.
+
+This library is distributed under GNU LGPL version 2, which can be
+found in the file "COPYING". This license allows you to use SDL
+freely in commercial programs as long as you link with the dynamic
+library.
+
+The best way to learn how to use SDL is to check out the header files in
+the "include" subdirectory and the programs in the "test" subdirectory.
+The header files and test programs are well commented and always up to date.
+More documentation is available in HTML format in "docs/index.html", and
+a documentation wiki is available online at:
+ http://www.libsdl.org/cgi/docwiki.cgi
+
+The test programs in the "test" subdirectory are in the public domain.
+
+Frequently asked questions are answered online:
+ http://www.libsdl.org/faq.php
+
+If you need help with the library, or just want to discuss SDL related
+issues, you can join the developers mailing list:
+ http://www.libsdl.org/mailing-list.php
+
+Enjoy!
+ Sam Lantinga (slouken@libsdl.org)
+
View
159 sdl-windows/VisualC.html
@@ -0,0 +1,159 @@
+<HTML>
+ <HEAD>
+ <TITLE>Using SDL with Microsoft Visual C++</TITLE>
+ </HEAD>
+ <BODY>
+ <H1>
+ Using SDL with Microsoft Visual C++ 5,6&nbsp;and 7
+ </H1>
+ <H3>
+ by <A HREF="mailto:snowlion@sprynet.com">Lion Kimbro </A>and additions by <A HREF="mailto:james@conceptofzero.net">
+ James Turk</A>
+ </H3>
+ <p>
+ You can either use the precompiled libraries from <A HREF="http://www.libsdl.org/download.php">
+ the SDL Download web site </A>, or you can build SDL yourself.
+ </p>
+ <H3>
+ Building SDL
+ </H3>
+ <P>
+ Go into the VisualC
+ directory that is created, and double-click on the VC++ file "<CODE>SDL.dsw</CODE>"<STRONG><FONT color="#009900">
+ ("<CODE>SDL.sln</CODE>").</FONT></STRONG> This should open up the IDE.
+ </P>
+ <P>
+ You may be prompted at this point to upgrade the workspace, should you be using
+ a more recent version of Visual C++. If so, allow the workspace to be upgraded.
+ </P>
+ <P>
+ Build the <CODE>.dll</CODE> and <CODE>.lib</CODE> files.
+ </P>
+ <P>
+ This is done by right clicking on each project in turn (Projects are listed in
+ the Workspace panel in the FileView tab), and selecting "Build".
+ </P>
+ <P>
+ If you get an error about SDL_config.h being missing, you should
+ copy include/SDL_config.h.default to include/SDL_config.h and try again.
+ </P>
+ <P>
+ You may get a few warnings, but you should not get any errors. You do have to
+ have at least the DirectX 5 SDK installed, however. The latest
+ version of DirectX can be downloaded or purchased on a cheap CD (my
+ recommendation) from <A HREF="http://www.microsoft.com">Microsoft </A>.
+ </P>
+ <P>
+ Later, we will refer to the following .lib and .dll files that have just been
+ generated:
+ </P>
+ <ul>
+ <li> SDL.dll</li>
+ <li> SDL.lib</li>
+ <li> SDLmain.lib</li>
+ </ul>
+ <P>
+ Search for these using the Windows Find (Windows-F) utility, if you don't
+ already know where they should be. For those of you with a clue, look inside
+ the Debug or Release directories of the subdirectories of the Project folder.
+ (It might be easier to just use Windows Find if this sounds confusing. And
+ don't worry about needing a clue; we all need visits from the clue fairy
+ frequently.)
+ </P>
+ <H3>
+ Creating a Project with SDL
+ </H3>
+ <P>
+ Create a project as a Win32 Application.
+ </P>
+ <P>
+ Create a C++ file for your project.
+ </P>
+ <P>
+ Set the C runtime to "Multi-threaded DLL" in the menu: <CODE>Project|Settings|C/C++
+ tab|Code Generation|Runtime Library </CODE>.
+ </P>
+ <P>
+ Add the SDL <CODE>include</CODE> directory to your list of includes in the
+ menu: <CODE>Project|Settings|C/C++ tab|Preprocessor|Additional include directories </CODE>
+ .
+ <br>
+ <STRONG><FONT color="#009900">VC7 Specific: Instead of doing this I find it easier to
+ add the include and library directories to the list that VC7 keeps. Do this by
+ selecting Tools|Options|Projects|VC++ Directories and under the "Show
+ Directories For:" dropbox select "Include Files", and click the "New Directory
+ Icon" and add the [SDLROOT]\include directory (ex. If you installed to
+ c:\SDL-1.2.5\ add c:\SDL-1.2.5\include).&nbsp;Proceed to&nbsp;change the
+ dropbox selection to "Library Files" and add [SDLROOT]\lib.</FONT></STRONG>
+ </P>
+ <P>
+ The "include directory" I am referring to is the <CODE>include</CODE> folder
+ within the main SDL directory (the one that this HTML file located within).
+ </P>
+ <P>
+ Now we're going to use the files that we had created earlier in the Build SDL
+ step.
+ </P>
+ <P>
+ Copy the following files into your Project directory:
+ </P>
+ <ul>
+ <li> SDL.dll</li>
+ </ul>
+ <P>
+ Add the following files to your project (It is not necessary to copy them to
+ your project directory):
+ </P>
+ <ul>
+ <li> SDL.lib </li>
+ <li> SDLmain.lib</li>
+ </ul>
+ <P>
+ (To add them to your project, right click on your project, and select "Add
+ files to project")
+ </P>
+ <P><STRONG><FONT color="#009900">Instead of adding the files to your project it is more
+ desireable to add them to the linker options: Project|Properties|Linker|Command
+ Line and type the names of the libraries to link with in the "Additional
+ Options:" box.&nbsp; Note: This must be done&nbsp;for&nbsp;each&nbsp;build
+ configuration (eg. Release,Debug).</FONT></STRONG></P>
+ <H3>
+ SDL 101, First Day of Class
+ </H3>
+ <P>
+ Now create the basic body of your project. The body of your program should take
+ the following form: <CODE>
+ <PRE>
+#include "SDL.h"
+
+int main( int argc, char* argv[] )
+{
+ // Body of the program goes here.
+ return 0;
+}
+</PRE>
+ </CODE>
+ <P></P>
+ <H3>
+ That's it!
+ </H3>
+ <P>
+ I hope that this document has helped you get through the most difficult part of
+ using the SDL: installing it. Suggestions for improvements to this document
+ should be sent to the writers of this document.
+ </P>
+ <P>
+ Thanks to Paulus Esterhazy (pesterhazy@gmx.net), for the work on VC++ port.
+ </P>
+ <P>
+ This document was originally called "VisualC.txt", and was written by <A HREF="mailto:slouken@libsdl.org">
+ Sam Lantinga</A>.
+ </P>
+ <P>
+ Later, it was converted to HTML and expanded into the document that you see
+ today by <A HREF="mailto:snowlion@sprynet.com">Lion Kimbro</A>.
+ </P>
+ <P>Minor Fixes and Visual C++ 7 Information (In Green) was added by <A HREF="mailto:james@conceptofzero.net">James Turk</A>
+ </P>
+ </BODY>
+</HTML>
View
727 sdl-windows/WhatsNew.txt
@@ -0,0 +1,727 @@
+
+This is a list of API changes in SDL's version history.
+
+Version 1.0:
+
+1.2.14:
+ Added cast macros for correct usage with C++:
+ SDL_reinterpret_cast(type, expression)
+ SDL_static_cast(type, expression)
+
+ Added SDL_VIDEO_FULLSCREEN_DISPLAY as a preferred synonym for
+ SDL_VIDEO_FULLSCREEN_HEAD on X11.
+
+ Added SDL_DISABLE_LOCK_KEYS environment variable to enable normal
+ up/down events for Caps-Lock and Num-Lock keys.
+
+1.2.13:
+ Added SDL_BUTTON_X1 and SDL_BUTTON_X2 constants.
+
+1.2.12:
+ Added SDL_VIDEO_ALLOW_SCREENSAVER to override SDL's disabling
+ of the screensaver on Mac OS X and X11.
+
+1.2.10:
+ If SDL_OpenAudio() is passed zero for the desired format
+ fields, the following environment variables will be used
+ to fill them in:
+ SDL_AUDIO_FREQUENCY
+ SDL_AUDIO_FORMAT
+ SDL_AUDIO_CHANNELS
+ SDL_AUDIO_SAMPLES
+ If an environment variable is not specified, it will be set
+ to a reasonable default value.
+
+ Added support for the SDL_VIDEO_FULLSCREEN_HEAD environment
+ variable, currently supported on X11 Xinerama configurations.
+
+ Added SDL_GL_SWAP_CONTROL to wait for vsync in OpenGL applications.
+
+ Added SDL_GL_ACCELERATED_VISUAL to guarantee hardware acceleration.
+
+ Added current_w and current_h to the SDL_VideoInfo structure,
+ which is set to the desktop resolution during video intialization,
+ and then set to the current resolution when a video mode is set.
+
+ SDL_SetVideoMode() now accepts 0 for width or height and will use
+ the current video mode (or the desktop mode if no mode has been set.)
+
+ Added SDL_GetKeyRepeat()
+
+ Added SDL_config.h, with defaults for various build environments.
+
+1.2.7:
+ Added CPU feature detection functions to SDL_cpuinfo.h:
+ SDL_HasRDTSC(), SDL_HasMMX(), SDL_Has3DNow(), SDL_HasSSE(),
+ SDL_HasAltiVec()
+ Added function to create RWops from const memory: SDL_RWFromConstMem()
+
+1.2.6:
+ Added SDL_LoadObject(), SDL_LoadFunction(), and SDL_UnloadObject()
+
+ Added SDL_GL_MULTISAMPLEBUFFERS and SDL_GL_MULTISAMPLESAMPLES for FSAA
+
+1.2.5:
+ Added SDL_BUTTON_WHEELUP (4) and SDL_BUTTON_WHEELDOWN (5)
+
+ Added SDL_GL_STEREO for stereoscopic OpenGL contexts
+
+1.2.0:
+ Added SDL_VIDEOEXPOSE event to signal that the screen needs to
+ be redrawn. This is currently only delivered to OpenGL windows
+ on X11, though it may be delivered in the future when the video
+ memory is lost under DirectX.
+
+1.1.8:
+ You can pass SDL_NOFRAME to SDL_VideoMode() to create a window
+ that has no title bar or frame decoration. Fullscreen video
+ modes automatically have this flag set.
+
+ Added a function to query the clipping rectangle for a surface:
+ void SDL_GetClipRect(SDL_Surface *surface, SDL_Rect *rect)
+
+ Added a function to query the current event filter:
+ SDL_EventFilter SDL_GetEventFilter(void)
+
+ If you pass -1 to SDL_ShowCursor(), it won't change the current
+ cursor visibility state, but will still return it.
+
+ SDL_LockSurface() and SDL_UnlockSurface() are recursive, meaning
+ you can nest them as deep as you want, as long as each lock call
+ has a matching unlock call. The surface remains locked until the
+ last matching unlock call.
+
+ Note that you may not blit to or from a locked surface.
+
+1.1.7:
+ The SDL_SetGammaRamp() and SDL_GetGammaRamp() functions now take
+ arrays of Uint16 values instead of Uint8 values. For the most part,
+ you can just take your old values and shift them up 8 bits to get
+ new correct values for your gamma ramps.
+
+ You can pass SDL_RLEACCEL in flags passed to SDL_ConvertSurface()
+ and SDL will try to RLE accelerate colorkey and alpha blits in the
+ resulting surface.
+
+1.1.6:
+ Added a function to return the thread ID of a specific thread:
+ Uint32 SDL_GetThreadID(SDL_Thread *thread)
+ If 'thread' is NULL, this function returns the id for this thread.
+
+1.1.5:
+ The YUV overlay structure has been changed to use an array of
+ pitches and pixels representing the planes of a YUV image, to
+ better enable hardware acceleration. The YV12 and IYUV formats
+ each have three planes, corresponding to the Y, U, and V portions
+ of the image, while packed pixel YUV formats just have one plane.
+
+ For palettized mode (8bpp), the screen colormap is now split in
+ a physical and a logical palette. The physical palette determines
+ what colours the screen pixels will get when displayed, and the
+ logical palette controls the mapping from blits to/from the screen.
+ A new function, SDL_SetPalette() has been added to change
+ logical and physical palettes separately. SDL_SetColors() works
+ just as before, and is equivalent to calling SDL_SetPalette() with
+ a flag argument of (SDL_LOGPAL|SDL_PHYSPAL).
+
+ SDL_BlitSurface() no longer modifies the source rectangle, only the
+ destination rectangle. The width/height members of the destination
+ rectangle are ignored, only the position is used.
+
+ The old source clipping function SDL_SetClipping() has been replaced
+ with a more useful function to set the destination clipping rectangle:
+ SDL_bool SDL_SetClipRect(SDL_Surface *surface, SDL_Rect *rect)
+
+ Added a function to see what subsystems have been initialized:
+ Uint32 SDL_WasInit(Uint32 flags)
+
+ The Big Alpha Flip: SDL now treats alpha as opacity like everybody
+ else, and not as transparency:
+
+ A new cpp symbol: SDL_ALPHA_OPAQUE is defined as 255
+ A new cpp symbol: SDL_ALPHA_TRANSPARENT is defined as 0
+ Values between 0 and 255 vary from fully transparent to fully opaque.
+
+ New functions:
+ SDL_DisplayFormatAlpha()
+ Returns a surface converted to a format with alpha-channel
+ that can be blit efficiently to the screen. (In other words,
+ like SDL_DisplayFormat() but the resulting surface has
+ an alpha channel.) This is useful for surfaces with alpha.
+ SDL_MapRGBA()
+ Works as SDL_MapRGB() but takes an additional alpha parameter.
+ SDL_GetRGBA()
+ Works as SDL_GetRGB() but also returns the alpha value
+ (SDL_ALPHA_OPAQUE for formats without an alpha channel)
+
+ Both SDL_GetRGB() and SDL_GetRGBA() now always return values in
+ the [0..255] interval. Previously, SDL_GetRGB() would return
+ (0xf8, 0xfc, 0xf8) for a completely white pixel in RGB565 format.
+ (N.B.: This is broken for bit fields < 3 bits.)
+
+ SDL_MapRGB() returns pixels in which the alpha channel is set opaque.
+
+ SDL_SetAlpha() can now be used for both setting the per-surface
+ alpha, using the new way of thinking of alpha, and also to enable
+ and disable per-pixel alpha blending for surfaces with an alpha
+ channel:
+ To disable alpha blending:
+ SDL_SetAlpha(surface, 0, 0);
+ To re-enable alpha blending:
+ SDL_SetAlpha(surface, SDL_SRCALPHA, 0);
+ Surfaces with an alpha channel have blending enabled by default.
+
+ SDL_SetAlpha() now accepts SDL_RLEACCEL as a flag, which requests
+ RLE acceleration of blits, just as like with SDL_SetColorKey().
+ This flag can be set for both surfaces with an alpha channel
+ and surfaces with an alpha value set by SDL_SetAlpha().
+ As always, RLE surfaces must be locked before pixel access is
+ allowed, and unlocked before any other SDL operations are done
+ on it.
+
+ The blit semantics for surfaces with and without alpha and colorkey
+ have now been defined:
+
+ RGBA->RGB:
+ SDL_SRCALPHA set:
+ alpha-blend (using alpha-channel).
+ SDL_SRCCOLORKEY ignored.
+ SDL_SRCALPHA not set:
+ copy RGB.
+ if SDL_SRCCOLORKEY set, only copy the pixels matching the
+ RGB values of the source colour key, ignoring alpha in the
+ comparison.
+
+ RGB->RGBA:
+ SDL_SRCALPHA set:
+ alpha-blend (using the source per-surface alpha value);
+ set destination alpha to opaque.
+ SDL_SRCALPHA not set:
+ copy RGB, set destination alpha to opaque.
+ both:
+ if SDL_SRCCOLORKEY set, only copy the pixels matching the
+ source colour key.
+
+ RGBA->RGBA:
+ SDL_SRCALPHA set:
+ alpha-blend (using the source alpha channel) the RGB values;
+ leave destination alpha untouched. [Note: is this correct?]
+ SDL_SRCCOLORKEY ignored.
+ SDL_SRCALPHA not set:
+ copy all of RGBA to the destination.
+ if SDL_SRCCOLORKEY set, only copy the pixels matching the
+ RGB values of the source colour key, ignoring alpha in the
+ comparison.
+
+ RGB->RGB:
+ SDL_SRCALPHA set:
+ alpha-blend (using the source per-surface alpha value).
+ SDL_SRCALPHA not set:
+ copy RGB.
+ both:
+ if SDL_SRCCOLORKEY set, only copy the pixels matching the
+ source colour key.
+
+ As a special case, blits from surfaces with per-surface alpha
+ value of 128 (50% transparency) are optimised and much faster
+ than other alpha values. This does not apply to surfaces with
+ alpha channels (per-pixel alpha).
+
+ New functions for manipulating the gamma of the display have
+ been added:
+ int SDL_SetGamma(float red, float green, float blue);
+ int SDL_SetGammaRamp(Uint8 *red, Uint8 *green, Uint8 *blue);
+ int SDL_GetGammaRamp(Uint8 *red, Uint8 *green, Uint8 *blue);
+ Gamma ramps are tables with 256 entries which map the screen color
+ components into actually displayed colors. For an example of
+ implementing gamma correction and gamma fades, see test/testgamma.c
+ Gamma control is not supported on all hardware.
+
+1.1.4:
+ The size of the SDL_CDtrack structure changed from 8 to 12 bytes
+ as the size of the length member was extended to 32 bits.
+
+ You can now use SDL for 2D blitting with a GL mode by passing the
+ SDL_OPENGLBLIT flag to SDL_SetVideoMode(). You can specify 16 or
+ 32 bpp, and the data in the framebuffer is put into the GL scene
+ when you call SDL_UpdateRects(), and the scene will be visible
+ when you call SDL_GL_SwapBuffers().
+
+ Run the "testgl" test program with the -logo command line option
+ to see an example of this blending of 2D and 3D in SDL.
+
+1.1.3:
+ Added SDL_FreeRW() to the API, to complement SDL_AllocRW()
+
+ Added resizable window support - just add SDL_RESIZABLE to the
+ SDL_SetVideoMode() flags, and then wait for SDL_VIDEORESIZE events.
+ See SDL_events.h for details on the new SDL_ResizeEvent structure.
+
+ Added condition variable support, based on mutexes and semaphores.
+ SDL_CreateCond()
+ SDL_DestroyCond()
+ SDL_CondSignal()
+ SDL_CondBroadcast()
+ SDL_CondWait()
+ SDL_CondTimedWait()
+ The new function prototypes are in SDL_mutex.h
+
+ Added counting semaphore support, based on the mutex primitive.
+ SDL_CreateSemaphore()
+ SDL_DestroySemaphore()
+ SDL_SemWait()
+ SDL_SemTryWait()
+ SDL_SemWaitTimeout()
+ SDL_SemPost()
+ SDL_SemValue()
+ The new function prototypes are in SDL_mutex.h
+
+ Added support for asynchronous blitting. To take advantage of this,
+ you must set the SDL_ASYNCBLIT flag when setting the video mode and
+ creating surfaces that you want accelerated in this way. You must
+ lock surfaces that have this flag set, and the lock will block until
+ any queued blits have completed.
+
+ Added YUV video overlay support.
+ The supported YUV formats are: YV12, IYUV, YUY2, UYVY, and YVYU.
+ This function creates an overlay surface:
+ SDL_CreateYUVOverlay()
+ You must lock and unlock the overlay to get access to the data:
+ SDL_LockYUVOverlay() SDL_UnlockYUVOverlay()
+ You can then display the overlay:
+ SDL_DisplayYUVOverlay()
+ You must free the overlay when you are done using it:
+ SDL_FreeYUVOverlay()
+ See SDL_video.h for the full function prototypes.
+
+ The joystick hat position constants have been changed:
+ Old constant New constant
+ ------------ ------------
+ 0 SDL_HAT_CENTERED
+ 1 SDL_HAT_UP
+ 2 SDL_HAT_RIGHTUP
+ 3 SDL_HAT_RIGHT
+ 4 SDL_HAT_RIGHTDOWN
+ 5 SDL_HAT_DOWN
+ 6 SDL_HAT_LEFTDOWN
+ 7 SDL_HAT_LEFT
+ 8 SDL_HAT_LEFTUP
+ The new constants are bitmasks, so you can check for the
+ individual axes like this:
+ if ( hat_position & SDL_HAT_UP ) {
+ }
+ and you'll catch left-up, up, and right-up.
+
+1.1.2:
+ Added multiple timer support:
+ SDL_AddTimer() and SDL_RemoveTimer()
+
+ SDL_WM_SetIcon() now respects the icon colorkey if mask is NULL.
+
+1.1.0:
+ Added initial OpenGL support.
+ First set GL attributes (such as RGB depth, alpha depth, etc.)
+ SDL_GL_SetAttribute()
+ Then call SDL_SetVideoMode() with the SDL_OPENGL flag.
+ Perform all of your normal GL drawing.
+ Finally swap the buffers with the new SDL function:
+ SDL_GL_SwapBuffers()
+ See the new 'testgl' test program for an example of using GL with SDL.
+
+ You can load GL extension functions by using the function:
+ SDL_GL_LoadProcAddress()
+
+ Added functions to initialize and cleanup specific SDL subsystems:
+ SDL_InitSubSystem() and SDL_QuitSubSystem()
+
+ Added user-defined event type:
+ typedef struct {
+ Uint8 type;
+ int code;
+ void *data1;
+ void *data2;
+ } SDL_UserEvent;
+ This structure is in the "user" member of an SDL_Event.
+
+ Added a function to push events into the event queue:
+ SDL_PushEvent()
+
+ Example of using the new SDL user-defined events:
+ {
+ SDL_Event event;
+
+ event.type = SDL_USEREVENT;
+ event.user.code = my_event_code;
+ event.user.data1 = significant_data;
+ event.user.data2 = 0;
+ SDL_PushEvent(&event);
+ }
+
+ Added a function to get mouse deltas since last query:
+ SDL_GetRelativeMouseState()
+
+ Added a boolean datatype to SDL_types.h:
+ SDL_bool = { SDL_TRUE, SDL_FALSE }
+
+ Added a function to get the current audio status:
+ SDL_GetAudioState();
+ It returns one of:
+ SDL_AUDIO_STOPPED,
+ SDL_AUDIO_PLAYING,
+ SDL_AUDIO_PAUSED
+
+ Added an AAlib driver (ASCII Art) - by Stephane Peter.
+
+1.0.6:
+ The input grab state is reset after each call to SDL_SetVideoMode().
+ The input is grabbed by default in fullscreen mode, and ungrabbed in
+ windowed mode. If you want to set input grab to a particular value,
+ you should set it after each call to SDL_SetVideoMode().
+
+1.0.5:
+ Exposed SDL_AudioInit(), SDL_VideoInit()
+ Added SDL_AudioDriverName() and SDL_VideoDriverName()
+
+ Added new window manager function:
+ SDL_WM_ToggleFullScreen()
+ This is currently implemented only on Linux
+
+ The ALT-ENTER code has been removed - it's not appropriate for a
+ lib to bind keys when they aren't even emergency escape sequences.
+
+ ALT-ENTER functionality can be implemented with the following code:
+
+ int Handle_AltEnter(const SDL_Event *event)
+ {
+ if ( event->type == SDL_KEYDOWN ) {
+ if ( (event->key.keysym.sym == SDLK_RETURN) &&
+ (event->key.keysym.mod & KMOD_ALT) ) {
+ SDL_WM_ToggleFullScreen(SDL_GetVideoSurface());
+ return(0);
+ }
+ }
+ return(1);
+ }
+ SDL_SetEventFilter(Handle_AltEnter);
+
+1.0.3:
+ Under X11, if you grab the input and hide the mouse cursor,
+ the mouse will go into a "relative motion" mode where you
+ will always get relative motion events no matter how far in
+ each direction you move the mouse - relative motion is not
+ bounded by the edges of the window (though the absolute values
+ of the mouse positions are clamped by the size of the window).
+ The SVGAlib, framebuffer console, and DirectInput drivers all
+ have this behavior naturally, and the GDI and BWindow drivers
+ never go into "relative motion" mode.
+
+1.0.2:
+ Added a function to enable keyboard repeat:
+ SDL_EnableKeyRepeat()
+
+ Added a function to grab the mouse and keyboard input
+ SDL_WM_GrabInput()
+
+ Added a function to iconify the window.
+ SDL_WM_IconifyWindow()
+ If this function succeeds, the application will receive an event
+ signaling SDL_APPACTIVE event
+
+1.0.1:
+ Added constants to SDL_audio.h for 16-bit native byte ordering:
+ AUDIO_U16SYS, AUDIO_S16SYS
+
+1.0.0:
+ New public release
+
+Version 0.11:
+
+0.11.5:
+ A new function SDL_GetVideoSurface() has been added, and returns
+ a pointer to the current display surface.
+
+ SDL_AllocSurface() has been renamed SDL_CreateRGBSurface(), and
+ a new function SDL_CreateRGBSurfaceFrom() has been added to allow
+ creating an SDL surface from an existing pixel data buffer.
+
+ Added SDL_GetRGB() to the headers and documentation.
+
+0.11.4:
+ SDL_SetLibraryPath() is no longer meaningful, and has been removed.
+
+0.11.3:
+ A new flag for SDL_Init(), SDL_INIT_NOPARACHUTE, prevents SDL from
+ installing fatal signal handlers on operating systems that support
+ them.
+
+Version 0.9:
+
+0.9.15:
+ SDL_CreateColorCursor() has been removed. Color cursors should
+ be implemented as sprites, blitted by the application when the
+ cursor moves. To get smooth color cursor updates when the app
+ is busy, pass the SDL_INIT_EVENTTHREAD flag to SDL_Init(). This
+ allows you to handle the mouse motion in another thread from an
+ event filter function, but is currently only supported by Linux
+ and BeOS. Note that you'll have to protect the display surface
+ from multi-threaded access by using mutexes if you do this.
+
+ Thread-safe surface support has been removed from SDL.
+ This makes blitting somewhat faster, by removing SDL_MiddleBlit().
+ Code that used SDL_MiddleBlit() should use SDL_LowerBlit() instead.
+ You can make your surfaces thread-safe by allocating your own
+ mutex and making lock/unlock calls around accesses to your surface.
+
+0.9.14:
+ SDL_GetMouseState() now takes pointers to int rather than Uint16.
+
+ If you set the SDL_WINDOWID environment variable under UNIX X11,
+ SDL will use that as the main window instead of creating it's own.
+ This is an unsupported extension to SDL, and not portable at all.
+
+0.9.13:
+ Added a function SDL_SetLibraryPath() which can be used to specify
+ the directory containing the SDL dynamic libraries. This is useful
+ for commercial applications which ship with particular versions
+ of the libraries, and for security on multi-user systems.
+ If this function is not used, the default system directories are
+ searched using the native dynamic object loading mechanism.
+
+ In order to support C linkage under Visual C++, you must declare
+ main() without any return type:
+ main(int argc, char *argv[]) {
+ /* Do the program... */
+ return(0);
+ }
+ C++ programs should also return a value if compiled under VC++.
+
+ The blit_endian member of the SDL_VideoInfo struct has been removed.
+
+ SDL_SymToASCII() has been replaced with SDL_GetKeyName(), so there
+ is now no longer any function to translate a keysym to a character.
+
+ The SDL_keysym structure has been extended with a 'scancode' and
+ 'unicode' member. The 'scancode' is a hardware specific scancode
+ for the key that was pressed, and may be 0. The 'unicode' member
+ is a 16-bit UNICODE translation of the key that was pressed along
+ with any modifiers or compose keys that have been pressed.
+ If no UNICODE translation exists for the key, 'unicode' will be 0.
+
+ Added a function SDL_EnableUNICODE() to enable/disable UNICODE
+ translation of character keypresses. Translation defaults off.
+
+ To convert existing code to use the new API, change code which
+ uses SDL_SymToASCII() to get the keyname to use SDL_GetKeyName(),
+ and change code which uses it to get the ASCII value of a sym to
+ use the 'unicode' member of the event keysym.
+
+0.9.12:
+ There is partial support for 64-bit datatypes. I don't recommend
+ you use this if you have a choice, because 64-bit datatypes are not
+ supported on many platforms. On platforms for which it is supported,
+ the SDL_HAS_64BIT_TYPE C preprocessor define will be enabled, and
+ you can use the Uint64 and Sint64 datatypes.
+
+ Added functions to SDL_endian.h to support 64-bit datatypes:
+ SDL_SwapLE64(), SDL_SwapBE64(),
+ SDL_ReadLE64(), SDL_ReadBE64(), SDL_WriteLE64(), SDL_WriteBE64()
+
+ A new member "len_ratio" has been added to the SDL_AudioCVT structure,
+ and allows you to determine either the original buffer length or the
+ converted buffer length, given the other.
+
+ A new function SDL_FreeWAV() has been added to the API to free data
+ allocated by SDL_LoadWAV_RW(). This is necessary under Win32 since
+ the gcc compiled DLL uses a different heap than VC++ compiled apps.
+
+ SDL now has initial support for international keyboards using the
+ Latin character set.
+ If a particular mapping is desired, you can set the DEFAULT_KEYBOARD
+ compile-time variable, or you can set the environment variable
+ "SDL_KEYBOARD" to a string identifying the keyboard mapping you desire.
+ The valid values for these variables can be found in SDL_keyboard.c
+
+ Full support for German and French keyboards under X11 is implemented.
+
+0.9.11:
+ The THREADED_EVENTS compile-time define has been replaced with the
+ SDL_INIT_EVENTTHREAD flag. If this flag is passed to SDL_Init(),
+ SDL will create a separate thread to perform input event handling.
+ If this flag is passed to SDL_Init(), and the OS doesn't support
+ event handling in a separate thread, SDL_Init() will fail.
+ Be sure to add calls to SDL_Delay() in your main thread to allow
+ the OS to schedule your event thread, or it may starve, leading
+ to slow event delivery and/or dropped events.
+ Currently MacOS and Win32 do not support this flag, while BeOS
+ and Linux do support it. I recommend that your application only
+ use this flag if absolutely necessary.
+
+ The SDL thread function passed to SDL_CreateThread() now returns a
+ status. This status can be retrieved by passing a non-NULL pointer
+ as the 'status' argument to SDL_WaitThread().
+
+ The volume parameter to SDL_MixAudio() has been increased in range
+ from (0-8) to (0-128)
+
+ SDL now has a data source abstraction which can encompass a file,
+ an area of memory, or any custom object you can envision. It uses
+ these abstractions, SDL_RWops, in the endian read/write functions,
+ and the built-in WAV and BMP file loaders. This means you can load
+ WAV chunks from memory mapped files, compressed archives, network
+ pipes, or anything else that has a data read abstraction.
+
+ There are three built-in data source abstractions:
+ SDL_RWFromFile(), SDL_RWFromFP(), SDL_RWFromMem()
+ along with a generic data source allocation function:
+ SDL_AllocRW()
+ These data sources can be used like stdio file pointers with the
+ following convenience functions:
+ SDL_RWseek(), SDL_RWread(), SDL_RWwrite(), SDL_RWclose()
+ These functions are defined in the new header file "SDL_rwops.h"
+
+ The endian swapping functions have been turned into macros for speed
+ and SDL_CalculateEndian() has been removed. SDL_endian.h now defines
+ SDL_BYTEORDER as either SDL_BIG_ENDIAN or SDL_LIL_ENDIAN depending on
+ the endianness of the host system.
+
+ The endian read/write functions now take an SDL_RWops pointer
+ instead of a stdio FILE pointer, to support the new data source
+ abstraction.
+
+ The SDL_*LoadWAV() functions have been replaced with a single
+ SDL_LoadWAV_RW() function that takes a SDL_RWops pointer as it's
+ first parameter, and a flag whether or not to automatically
+ free it as the second parameter. SDL_LoadWAV() is a macro for
+ backward compatibility and convenience:
+ SDL_LoadWAV_RW(SDL_RWFromFile("sample.wav", "rb"), 1, ...);
+
+ The SDL_*LoadBMP()/SDL_*SaveBMP() functions have each been replaced
+ with a single function that takes a SDL_RWops pointer as it's
+ first parameter, and a flag whether or not to automatically
+ free it as the second parameter. SDL_LoadBMP() and SDL_SaveBMP()
+ are macros for backward compatibility and convenience:
+ SDL_LoadBMP_RW(SDL_RWFromFile("sample.bmp", "rb"), 1, ...);
+ SDL_SaveBMP_RW(SDL_RWFromFile("sample.bmp", "wb"), 1, ...);
+ Note that these functions use SDL_RWseek() extensively, and should
+ not be used on pipes or other non-seekable data sources.
+
+0.9.10:
+ The Linux SDL_SysWMInfo and SDL_SysWMMsg structures have been
+ extended to support multiple types of display drivers, as well as
+ safe access to the X11 display when THREADED_EVENTS is enabled.
+ The new structures are documented in the SDL_syswm.h header file.
+
+ Thanks to John Elliott <jce@seasip.demon.co.uk>, the UK keyboard
+ should now work properly, as well as the "Windows" keys on US
+ keyboards.
+
+ The Linux CD-ROM code now reads the CD-ROM devices from /etc/fstab
+ instead of trying to open each block device on the system.
+ The CD must be listed in /etc/fstab as using the iso9660 filesystem.
+
+ On Linux, if you define THREADED_EVENTS at compile time, a separate
+ thread will be spawned to gather X events asynchronously from the
+ graphics updates. This hasn't been extensively tested, but it does
+ provide a means of handling keyboard and mouse input in a separate
+ thread from the graphics thread. (This is now enabled by default.)
+
+ A special access function SDL_PeepEvents() allows you to manipulate
+ the event queue in a thread-safe manner, including peeking at events,
+ removing events of a specified type, and adding new events of arbitrary
+ type to the queue (use the new 'user' member of the SDL_Event type).
+
+ If you use SDL_PeepEvents() to gather events, then the main graphics
+ thread needs to call SDL_PumpEvents() periodically to drive the event
+ loop and generate input events. This is not necessary if SDL has been
+ compiled with THREADED_EVENTS defined, but doesn't hurt.
+
+ A new function SDL_ThreadID() returns the identifier associated with
+ the current thread.
+
+0.9.9:
+ The AUDIO_STEREO format flag has been replaced with a new 'channels'
+ member of the SDL_AudioSpec structure. The channels are 1 for mono
+ audio, and 2 for stereo audio. In the future more channels may be
+ supported for 3D surround sound.
+
+ The SDL_MixAudio() function now takes an additional volume parameter,
+ which should be set to SDL_MIX_MAXVOLUME for compatibility with the
+ original function.
+
+ The CD-ROM functions which take a 'cdrom' parameter can now be
+ passed NULL, and will act on the last successfully opened CD-ROM.
+
+0.9.8:
+ No changes, bugfixes only.
+
+0.9.7:
+ No changes, bugfixes only.
+
+0.9.6:
+ Added a fast rectangle fill function: SDL_FillRect()
+
+ Addition of a useful function for getting info on the video hardware:
+ const SDL_VideoInfo *SDL_GetVideoInfo(void)
+ This function replaces SDL_GetDisplayFormat().
+
+ Initial support for double-buffering:
+ Use the SDL_DOUBLEBUF flag in SDL_SetVideoMode()
+ Update the screen with a new function: SDL_Flip()
+
+ SDL_AllocSurface() takes two new flags:
+ SDL_SRCCOLORKEY means that the surface will be used for colorkey blits
+ and if the hardware supports hardware acceleration of colorkey blits
+ between two surfaces in video memory, to place the surface in video
+ memory if possible, otherwise it will be placed in system memory.
+ SDL_SRCALPHA means that the surface will be used for alpha blits and
+ if the hardware supports hardware acceleration of alpha blits between
+ two surfaces in video memory, to place the surface in video memory
+ if possible, otherwise it will be placed in system memory.
+ SDL_HWSURFACE now means that the surface will be created with the
+ same format as the display surface, since having surfaces in video
+ memory is only useful for fast blitting to the screen, and you can't
+ blit surfaces with different surface formats in video memory.
+
+0.9.5:
+ You can now pass a NULL mask to SDL_WM_SetIcon(), and it will assume
+ that the icon consists of the entire image.
+
+ SDL_LowerBlit() is back -- but don't use it on the display surface.
+ It is exactly the same as SDL_MiddleBlit(), but doesn't check for
+ thread safety.
+
+ Added SDL_FPLoadBMP(), SDL_FPSaveBMP(), SDL_FPLoadWAV(), which take
+ a FILE pointer instead of a file name.
+
+ Added CD-ROM audio control API:
+ SDL_CDNumDrives()
+ SDL_CDName()
+ SDL_CDOpen()
+ SDL_CDStatus()
+ SDL_CDPlayTracks()
+ SDL_CDPlay()
+ SDL_CDPause()
+ SDL_CDResume()
+ SDL_CDStop()
+ SDL_CDEject()
+ SDL_CDClose()
+
+0.9.4:
+ No changes, bugfixes only.
+
+0.9.3:
+ Mouse motion event now includes relative motion information:
+ Sint16 event->motion.xrel, Sint16 event->motion.yrel
+
+ X11 keyrepeat handling can be disabled by defining IGNORE_X_KEYREPEAT
+ (Add -DIGNORE_X_KEYREPEAT to CFLAGS line in obj/x11Makefile)
+
+0.9.2:
+ No changes, bugfixes only.
+
+0.9.1:
+ Removed SDL_MapSurface() and SDL_UnmapSurface() -- surfaces are now
+ automatically mapped on blit.
+
+0.8.0:
+ SDL stable release
View
698 sdl-windows/docs.html
@@ -0,0 +1,698 @@
+<HTML>
+<HEAD><TITLE>SDL Stable Release</TITLE></HEAD>
+<BODY BGCOLOR="#FFEBCD" TEXT="#000000">
+
+<IMG SRC="docs/images/rainbow.gif" ALT="[separator]" WIDTH="100%">
+<P>
+This source is stable, and is fully tested on all supported platforms.<br>
+Please send bug reports or questions to the SDL mailing list:<br>
+<a href="http://www.libsdl.org/mailing-list.php"
+ >http://www.libsdl.org/mailing-list.php</a><br>
+The latest stable release may be found on the
+ <a href="http://www.libsdl.org/">SDL website</A>.
+</P>
+
+<H2> <A HREF="docs/index.html">API Documentation</A> </H2>
+
+<IMG SRC="docs/images/rainbow.gif" ALT="[separator]" WIDTH="100%">
+
+<H2> SDL 1.2.15 Release Notes </H2>
+<P>
+SDL 1.2.15 is a minor bug fix release.
+</P>
+
+<H3> General Notes </H3>
+
+<BLOCKQUOTE>
+<P>
+ Fixed assembly register clobbering in CPU info routines
+</P>
+<P>
+ Fixed memory stomp when using stretch blit on large images
+</P>
+<P>
+ Fixed pixel corruption with overlapping blits
+</P>
+<P>
+ SDL_JOYSTICK_DEVICE can be a colon separated list of joystick devices
+</P>
+<P>
+ Disabled MMX blitters since they don't compile on modern compilers
+</P>
+</BLOCKQUOTE>
+
+<H3> Unix Notes </H3>
+
+<BLOCKQUOTE>
+<P>
+ Fixed crash in joystick code on newer Linux kernels
+</P>
+<P>
+ Fixed channel swizzling for ALSA target with 6-channel output
+</P>
+<P>
+ Use the OpenGL GLX_EXT_swap_control extension if available
+</P>
+<P>
+ XRandR support is disabled by default because it causes desktop reconfiguring. It can be enabled with the SDL_VIDEO_X11_XRANDR=1 environment variable, or by applying this patch: <a href="http://hg.libsdl.org/SDL/raw-rev/8ec3036098df">http://hg.libsdl.org/SDL/raw-rev/8ec3036098df</a>
+</P>
+</BLOCKQUOTE>
+
+<H3> Windows Notes </H3>
+
+<BLOCKQUOTE>
+<P>
+ Fixed SDL_GL_ACCELERATED_VISUAL handling
+</P>
+<P>
+ Fixed application state handling with ALT-Tab
+</P>
+<P>
+ Fixed occasional crash handling WM_ACTIVATEAPP in Direct X code
+</P>
+<P>
+ Fixed UTF-8 decoding of Russian characters
+</P>
+</BLOCKQUOTE>
+
+<H3> Mac OS X Notes </H3>
+
+<BLOCKQUOTE>
+<P>
+ Fixed building and running on Mac OS X 10.7 (Lion)
+</P>
+</BLOCKQUOTE>
+
+<IMG SRC="docs/images/rainbow.gif" ALT="[separator]" WIDTH="100%">
+
+<H2> SDL 1.2.14 Release Notes </H2>
+<P>
+SDL 1.2.14 is a significant bug fix release and a recommended update.
+</P>
+
+<H3> General Notes </H3>
+
+<BLOCKQUOTE>
+<P>
+ Fixed flicker when resizing the SDL window
+</P>
+<P>
+ Fixed crash in SDL_SetGammaRamp()
+</P>
+<P>
+ Fixed freeze in SDL_memset() with 0 length when assembly code is disabled.
+</P>
+<P>
+ Added SDL_DISABLE_LOCK_KEYS environment variable to enable normal up/down events for Caps-Lock and Num-Lock keys.
+</P>
+<P>
+ Fixed audio quality problem when converting between 22050 Hz and 44100 Hz.
+</P>
+<P>
+ Fixed a threading crash when a few threads are rapidly created and complete.
+</P>
+<P>
+ Increased accuracy of alpha blending routines.
+</P>
+<P>
+ Fixed crash loading BMP files saved with the scanlines inverted.
+</P>
+<P>
+ Fixed mouse coordinate clamping if SDL_SetVideoMode() isn't called in response to SDL_VIDEORESIZE event.
+</P>
+<P>
+ Added doxygen documentation for the SDL API headers.
+</P>
+</BLOCKQUOTE>
+
+<H3> Unix Notes </H3>
+
+<BLOCKQUOTE>
+<P>
+ Fixed potential memory corruption due to assembly bug with SDL_revcpy()
+</P>
+<P>
+ Fixed crashes trying to detect SSE features on x86_64 architecture.
+</P>
+<P>
+ Fixed assembly for GCC optimized 50% alpha blending blits.
+</P>
+<P>
+ Added configure option --enable-screensaver, to allow enabling the screensaver by default.
+</P>
+<P>
+ Use XResetScreenSaver() instead of disabling screensaver entirely.
+</P>
+<P>
+ Removed the maximum window size limitation on X11.
+</P>
+<P>
+ Fixed SDL_GL_SWAP_CONTROL on X11.
+</P>
+<P>
+ Fixed setting the X11 window input hint.
+</P>
+<P>
+ Fixed distorted X11 window icon for some visuals.
+</P>
+<P>
+ Fixed detecting X11 libraries for dynamic loading on 64-bit Linux.
+</P>
+<P>
+ SDL_GL_GetAttribute(SDL_GL_SWAP_CONTROL) returns the correct value with GLX_SGI_swap_control.
+</P>
+<P>
+ Added SDL_VIDEO_FULLSCREEN_DISPLAY as a preferred synonym for SDL_VIDEO_FULLSCREEN_HEAD on X11.
+</P>
+<P>
+ The SDL_VIDEO_FULLSCREEN_DISPLAY environment variable can be set to 0 to place fullscreen SDL windows on the first Xinerama screen.
+</P>
+<P>
+ Added the SDL_VIDEO_FBCON_ROTATION environment variable to control output orientation on the framebuffer console.
+ <BR>
+ Valid values are:
+ <UL>
+ <LI>not set - Not rotating, no shadow.
+ <LI>"NONE" - Not rotating, but still using shadow.
+ <LI>"CW" - Rotating screen clockwise.
+ <LI>"UD" - Rotating screen upside down.
+ <LI>"CCW" - Rotating screen counter clockwise.
+ </UL>
+</P>
+<P>
+ Fixed DirectFB detection on some Linux distributions.
+</P>
+<P>
+ Added code to use the PS3 SPE processors for YUV conversion on Linux.
+</P>
+<P>
+ Updated ALSA support to the latest stable API
+</P>
+<P>
+ ALSA is now preferred over OSS audio. (SDL_AUDIODRIVER=dsp will restore the previous behavior.)
+</P>
+<P>
+ Improved support for PulseAudio
+</P>
+<P>
+ The Network Audio System support is now dynamically loaded at runtime.
+</P>
+<P>
+ Fixed crash with the MP-8866 Dual USB Joypad on newer Linux kernels.
+</P>
+<P>
+ Fixed crash in SDL_Quit() when a joystick has been unplugged.
+</P>
+</BLOCKQUOTE>
+
+<H3> Windows Notes </H3>
+
+<BLOCKQUOTE>
+<P>
+ Verified 100% compatibility with Windows 7.
+</P>
+<P>
+ Prevent loss of OpenGL context when setting the video mode in response to a window resize event.
+</P>
+<P>
+ Fixed video initialization with SDL_WINDOWID on Windows XP.
+</P>
+<P>
+ Improved mouse input responsiveness for first-person-shooter games.
+</P>
+<P>
+ IME messages are now generated for localized input.
+</P>
+<P>
+ SDL_RWFromFile() takes a UTF-8 filename when opening a file.
+</P>
+<P>
+ The SDL_STDIO_REDIRECT environment variable can be used to override whether SDL redirects stdio to stdout.txt and stderr.txt.
+</P>
+<P>
+ Fixed dynamic object loading on Windows CE.
+</P>
+</BLOCKQUOTE>
+
+<H3> Mac OS X Notes </H3>
+
+<BLOCKQUOTE>
+<P>
+ SDL now builds on Mac OS X 10.6 (Snow Leopard).
+ <BR>
+ Eric Wing posted a good rundown on the numerous changes here: <A HREF="http://playcontrol.net/ewing/jibberjabber/big_behind-the-scenes_chang.html">http://playcontrol.net/ewing/jibberjabber/big_behind-the-scenes_chang.html</A>
+</P>
+<P>
+ The X11 video driver is built by default.
+</P>
+<P>
+ Fixed SDL_VIDEO_WINDOW_POS environment variable for Quartz target.
+</P>
+<P>
+ Fixed setting the starting working directory in release builds.
+</P>
+</BLOCKQUOTE>
+
+<IMG SRC="docs/images/rainbow.gif" ALT="[separator]" WIDTH="100%">
+
+<H2> SDL 1.2.13 Release Notes </H2>
+<P>
+SDL 1.2.13 is a minor bug fix release.
+</P>
+
+<H3> General Notes </H3>
+
+<BLOCKQUOTE>
+<P>
+ Fixed link error when building with Intel Compiler 10.
+</P>
+<P>
+ Removed stray C++ comment from public headers.
+</P>
+</BLOCKQUOTE>
+
+<H3> Unix Notes </H3>
+
+<BLOCKQUOTE>
+<P>
+ Fixed crash in SDL_SoftStretch() on secure operating systems.
+</P>
+<P>
+ Fixed undefined symbol on X11 implementations without UTF-8 support.
+</P>
+<P>
+ Worked around BadAlloc error when using XVideo on the XFree86 Intel Integrated Graphics driver.
+</P>
+<P>
+ Scan for all joysticks on Linux instead of stopping at one that was removed.
+</P>
+<P>
+ Fixed use of sdl-config arguments in sdl.m4
+</P>
+</BLOCKQUOTE>
+
+<H3> Windows Notes </H3>
+
+<BLOCKQUOTE>
+<P>
+ Fixed crash when a video driver reports higher than 32 bpp video modes.
+</P>
+<P>
+ Fixed restoring the desktop after setting a 24-bit OpenGL video mode.
+</P>
+<P>
+ Fixed window titles on Windows 95/98/ME.
+</P>
+<P>
+ Added SDL_BUTTON_X1 and SDL_BUTTON_X2 constants for extended mouse buttons.
+</P>
+<P>
+ Added support for quoted command line arguments.
+</P>
+</BLOCKQUOTE>
+
+<H3> Mac OS X Notes </H3>
+
+<BLOCKQUOTE>
+<P>
+ SDL now builds on Mac OS X 10.5 (Leopard).
+</P>
+<P>
+ Fixed high frequency crash involving text input.
+</P>
+<P>
+ Fixed beeping when the escape key is pressed and UNICODE translation is enabled.
+</P>
+<P>
+ Improved trackpad scrolling support.
+</P>
+<P>
+ Fixed joystick hat reporting for certain joysticks.
+</P>
+</BLOCKQUOTE>
+
+<IMG SRC="docs/images/rainbow.gif" ALT="[separator]" WIDTH="100%">
+
+<H2> SDL 1.2.12 Release Notes </H2>
+<P>
+SDL 1.2.12 is a minor bug fix release.
+</P>
+
+<H3> General Notes </H3>
+
+<BLOCKQUOTE>
+<P>
+ Added support for the PulseAudio sound server: http://www.pulseaudio.org/
+</P>
+<P>
+ Added SDL_VIDEO_ALLOW_SCREENSAVER to override SDL's disabling of the screensaver on Mac OS X, Windows, and X11.
+</P>
+<P>
+ Fixed buffer overrun crash when resampling audio rates.
+</P>
+<P>
+ Fixed audio bug where converting to mono was doubling the volume.
+</P>
+<P>
+ Fixed off-by-one error in the C implementation of SDL_revcpy()
+</P>
+<P>
+ Fixed compiling with Sun Studio.
+</P>
+<P>
+ Support for AmigaOS has been removed from the main SDL code.
+</P>
+<P>
+ Support for Nokia 9210 "EPOC" driver has been removed from the main SDL code.
+</P>
+<P>
+ Unofficial support for the S60/SymbianOS platform has been added.
+</P>
+<P>
+ Unofficial support for the Nintendo DS platform has been added.
+</P>
+<P>
+ Reenabled MMX assembly for YUV overlay processing (GNU C Compiler only).
+</P>
+</BLOCKQUOTE>
+
+<H3> Unix Notes </H3>
+
+<BLOCKQUOTE>
+<P>
+ Fixed detection of X11 DGA mouse support.
+</P>
+<P>
+ Improved XIM support for asian character sets.
+</P>
+<P>
+ The GFX_Display has been added to the X11 window information in SDL_syswm.h.
+</P>
+<P>
+ Fixed PAGE_SIZE compile error in the fbcon video driver on newer Linux kernels.
+</P>
+<P>
+ Fixed hang or crash at startup if aRts can't access the hardware.
+</P>
+<P>
+ Fixed relative mouse mode when the cursor starts outside the X11 window.
+</P>
+<P>
+ Fixed accidental free of stack memory in X11 mouse acceleration code.
+</P>
+<P>
+ Closed minor memory leak in XME code.
+</P>
+<P>
+ Fixed TEXTRELs in the library to resolve some PIC issues.
+</P>
+</BLOCKQUOTE>
+
+<H3> Windows Notes </H3>
+
+<BLOCKQUOTE>
+<P>
+ The GDI video driver makes better use of the palette in 8-bit modes.
+</P>
+<P>
+ The windib driver now supports more mouse buttons with WM_XBUTTON events.
+</P>
+<P>
+ On Windows, SDL_SetVideoMode() will re-create the window instead of failing if the multisample settings are changed.
+</P>
+<P>
+ Added support for UTF-8 window titles on Windows.
+</P>
+<P>
+ Fixed joystick detection on Windows.
+</P>
+<P>
+ Improved performance with Win32 file I/O.
+</P>
+<P>
+ Fixed HBITMAP leak in GAPI driver.
+</P>
+</BLOCKQUOTE>
+
+<H3> Mac OS X Notes </H3>
+
+<BLOCKQUOTE>
+<P>
+ Added support for multi-axis controllers like 3Dconnxion's SpaceNavigator on Mac OS X.
+</P>
+<P>
+ Fixed YUV overlay crash inside Quicktime on Intel Mac OS X.
+</P>
+<P>
+ Fixed blitting alignment in Altivec alpha blit functions.
+</P>
+<P>
+ Keys F13, F14, and F15 are now usable on Apple keyboards under Mac OS X.
+</P>
+<P>
+ Fixed joystick calibration code on Mac OS X.
+</P>
+<P>
+ Fixed mouse jitter when multiple motion events are queued up in Mac OS X.
+</P>
+<P>
+ Fixed changing the cursor in fullscreen mode on Mac OS X.
+</P>
+</BLOCKQUOTE>
+
+<H3> Mac OS Classic Notes </H3>
+
+<BLOCKQUOTE>
+<P>
+ Added support for gamma ramps to both toolbox and DrawSprocket video drivers.
+</P>
+</BLOCKQUOTE>
+
+<H3> BeOS Notes </H3>
+
+<BLOCKQUOTE>
+<P>
+ Implemented mouse grabbing and mouse relative mode on BeOS.
+</P>
+</BLOCKQUOTE>
+
+<IMG SRC="docs/images/rainbow.gif" ALT="[separator]" WIDTH="100%">
+
+<H2> SDL 1.2.11 Release Notes </H2>
+<P>
+SDL 1.2.11 is a minor bug fix release.
+</P>
+
+<H3> Unix Notes </H3>
+
+<BLOCKQUOTE>
+<P>
+ Dynamic X11 loading is only enabled with gcc 4 supporting -fvisibility=hidden. This fixes crashes related to symbol collisions, and allows building on Solaris and IRIX.
+</P>
+<P>
+ Fixed building SDL with Xinerama disabled.
+</P>
+<P>
+ Fixed DRI OpenGL library loading, using RTLD_GLOBAL in dlopen().
+</P>
+<P>
+ Added pkgconfig configuration support.
+</P>
+</BLOCKQUOTE>
+
+<H3> Windows Notes </H3>
+
+<BLOCKQUOTE>
+<P>
+ Setting SDL_GL_SWAP_CONTROL now works with Windows OpenGL.
+</P>
+<P>
+ The Win32 window positioning code works properly for windows with menus.
+</P>
+<P>
+ DirectSound audio quality has been improved on certain sound cards.
+</P>
+<P>
+ Fixed 5.1 audio channel ordering on Windows and Mac OS X.
+</P>
+<P>
+ Plugged a couple of minor memory leaks in the windib video driver.
+</P>
+<P>
+ Fixed type collision with stdint.h when building with gcc on Win32.
+</P>
+<P>
+ Fixed building with the Digital Mars Compiler on Win32.
+</P>
+</BLOCKQUOTE>
+
+<H3> Mac OS X Notes </H3>
+
+<BLOCKQUOTE>
+<P>
+ The Quartz video driver supports 32x32 cursors on Mac OS X 10.3 and above.
+</P>
+</BLOCKQUOTE>
+
+<IMG SRC="docs/images/rainbow.gif" ALT="[separator]" WIDTH="100%">
+
+<H2> SDL 1.2.10 Release Notes </H2>
+<P>
+SDL 1.2.10 is a major release, featuring a revamp of the build system and many API improvements and bug fixes.
+</P>
+<H3> API enhancements </H3>
+<UL>
+<LI>
+ If SDL_OpenAudio() is passed zero for the desired format
+ fields, the following environment variables will be used
+ to fill them in:
+<pre><code>
+ SDL_AUDIO_FREQUENCY
+ SDL_AUDIO_FORMAT
+ SDL_AUDIO_CHANNELS
+ SDL_AUDIO_SAMPLES
+</code></pre>
+ If an environment variable is not specified, it will be set
+ to a reasonable default value.
+<LI>
+ SDL_SetVideoMode() now accepts 0 for width or height and will use
+ the current video mode (or the desktop mode if no mode has been set.)
+<LI>
+ Added current_w and current_h to the SDL_VideoInfo structure,
+ which is set to the desktop resolution during video intialization,
+ and then set to the current resolution when a video mode is set.
+<LI>
+ SDL_GL_LoadLibrary() will load the system default OpenGL library
+ if it is passed NULL as a parameter.
+<LI>
+ Added SDL_GL_SWAP_CONTROL to wait for vsync in OpenGL applications.
+<LI>
+ Added SDL_GL_ACCELERATED_VISUAL to guarantee hardware acceleration.
+<LI>
+ SDL_WM_SetCaption() now officially takes UTF-8 title and icon strings, and displays international characters on supported platforms.
+<LI>
+ Added SDL_GetKeyRepeat() to query the key repeat settings.
+<LI>
+ Added the "dummy" audio driver, which can be used to emulate audio
+ output without a sound card.
+<LI>
+ Added SDL_config.h, with defaults for various build environments.
+</UL>
+
+<H3> General Notes </H3>
+
+<BLOCKQUOTE>
+<P>
+ The SDL website now has an <A HREF="http://www.libsdl.org/rss/rss.xml">RSS feed</A>!
+<P>
+ The SDL development source code is now managed with <A HREF="http://www.libsdl.org/svn.php">Subversion</A>.
+<P>
+ SDL now uses the Bugzilla <A HREF="http://bugzilla.libsdl.org/">bug tracking system</A>, hosted by icculus.org.
+<P>
+ SDL is licensed under version 2.1 of the GNU Lesser General Public License.
+<P>
+ The entire build system has been revamped to make it much more portable, including versions of C library functions to make it possible to run SDL on a minimal embedded environment. See README.Porting in the SDL source distribution for information on how to port SDL to a new platform.
+<P>
+ SDL_opengl.h has been updated with the latest glext.h from <A HREF="http://oss.sgi.com/projects/ogl-sample/registry/">http://oss.sgi.com/projects/ogl-sample/registry/</A>
+<P>
+ Alex Volkov contributed highly optimized RGB <-> RGBA blitters.
+</BLOCKQUOTE>
+
+<H3> Unix Notes </H3>
+
+<BLOCKQUOTE>
+<P>
+ The X11 libraries are dynamically loaded at runtime by default. This allows the distributed version of SDL to run on systems without X11 libraries installed.
+<P>
+ The XiG XME extension code is now included in the X11 video driver by default.
+<P>
+ XRandR support for video mode switching has been added to the X11 driver, but is disabled because of undesired interactions with window managers. You can enable this by setting the environment variable SDL_VIDEO_X11_XRANDR to 1.
+<P>
+ Xinerama multi-head displays are properly handled now, and the SDL_VIDEO_FULLSCREEN_HEAD environment variable can be used to select the screen used for fullscreen video modes. Note that changing the video modes only works on screen 0.
+<P>
+ XVidMode video modes are now sorted so they maintain the refresh rates specified in the X11 configuration file.
+<P>
+ SDL windows are no longer transparent in X11 compositing systems like XGL.
+<P>
+ The mouse is properly released by the X11 video driver if the fullscreen window loses focus.
+<P>
+ The X11 input driver now uses XIM to handle international input.
+<P>
+ The screensaver and DPMS monitor blanking are disabled while SDL games are running under the X11 and DGA video drivers. This behavior will be formalized and selectable in SDL 1.3.
+<P>
+ Fixed a bug preventing stereo OpenGL contexts from being selected on the X11 driver.
+<P>
+ The DGA video driver now waits for pending blits involving surfaces before they are freed. This prevents display oddities when using SDL_DisplayFormat() to convert many images.
+<P>
+ The framebuffer console video driver now has a parser for /etc/fb.modes for improved video mode handling.
+<P>
+ The framebuffer console video driver now allows asynchronous VT switching, and restores the full contents of the screen when switched back.
+<P>
+ The framebuffer console now uses CTRL-ALT-FN to switch virtual terminals, to avoid collisions with application key bindings.
+<P>
+ The framebuffer console input driver correctly sets IMPS/2 mode for wheel mice. It also properly detects when gpm is in IMPS/2 protocol mode, or passing raw protocol from an IMPS/2 mouse.
+<P>
+ The SVGAlib video driver now has support for banked (non-linear) video modes.
+<P>
+ A video driver for OpenBSD on the Sharp Zaurus has been contributed by Staffan Ulfberg. See the file README.wscons in the SDL source distribution for details.
+<P>
+ Many patches have been incorporated from *BSD ports.
+</BLOCKQUOTE>
+
+<H3> Windows Notes </H3>
+
+<BLOCKQUOTE>
+<P>
+ The "windib" video driver is the default now, to prevent problems with certain laptops, 64-bit Windows, and Windows Vista. The DirectX driver is still available, and can be selected by setting the environment variable SDL_VIDEODRIVER to "directx".
+<P>
+ SDL has been ported to 64-bit Windows.
+<P>
+ Dmitry Yakimov contributed a GAPI video driver for Windows CE.
+<P>
+ The default fullscreen refresh rate has been increased to match the desktop refresh rate, when using equivalent resolutions. A full API for querying and selecting refresh rates is planned for SDL 1.3.
+<P>
+ Dialog boxes are now shown when SDL is in windowed OpenGL mode.
+<P>
+ The SDL window is recreated when necessary to maintain OpenGL context attributes, when switching between windowed and fullscreen modes.
+<P>
+ An SDL_VIDEORESIZE event is properly sent when the SDL window is maximized and restored.
+<P>
+ Window positions are retained when switching between fullscreen and windowed modes.
+<P>
+ ToUnicode() is used, when available, for improved handling of international keyboard input.
+<P>
+ The PrtScrn is now treated normally with both key down and key up events.
+<P>
+ Pressing ALT-F4 now delivers an SDL_QUIT event to SDL applications.
+<P>
+ Joystick names are now correct for joysticks which have been unplugged and then plugged back in since booting.
+<P>
+ An MCI error when playing the last track on a CD-ROM has been fixed.
+<P>
+ OpenWatcom projects for building SDL have been provided by Marc Peter.
+</BLOCKQUOTE>
+
+<H3> Mac OS X Notes </H3>
+
+<BLOCKQUOTE>
+<P>
+ SDL now supports building Universal binaries, both through Xcode projects and when using configure/make. See README.MacOSX in the SDL source archive for details.
+<P>
+ The X11 video driver with GLX support can be built on Mac OS X, if the X11 development SDK is installed.
+<P>
+ Transitions between fullscreen resolutions and windowed mode now use a much faster asynchronous fade to hide desktop flicker.
+<P>
+ Icons set with SDL_WM_SetIcon() now have the proper colors on Intel Macs.
+</BLOCKQUOTE>
+
+<H3> OS/2 Notes </H3>
+
+<BLOCKQUOTE>
+<P>
+ Projects for building SDL on OS/2 with OpenWatcom have been contributed by Doodle. See the file README.OS2 in the SDL source distribution for details.
+</BLOCKQUOTE>
+
+<IMG SRC="docs/images/rainbow.gif" ALT="[separator]" WIDTH="100%">
+
+</BODY>
+</HTML>
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+<HTML
+><HEAD
+><TITLE
+>Audio</TITLE
+><META
+NAME="GENERATOR"
+CONTENT="Modular DocBook HTML Stylesheet Version 1.76b+
+"><LINK
+REL="HOME"
+TITLE="SDL Library Documentation"
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+HREF="reference.html"><LINK
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+HREF="sdlaudiospec.html"><META
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+NAME="KEYWORD"
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+><BODY
+CLASS="CHAPTER"
+BGCOLOR="#FFF8DC"
+TEXT="#000000"
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+VLINK="#551a8b"
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+CLASS="NAVHEADER"
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+WIDTH="100%"
+BORDER="0"
+CELLPADDING="0"
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+><TH
+COLSPAN="3"
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+>SDL Library Documentation</TH
+></TR
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+><TD
+WIDTH="10%"
+ALIGN="left"
+VALIGN="bottom"
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+HREF="sdljoystickclose.html"
+ACCESSKEY="P"
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+><TD
+WIDTH="10%"
+ALIGN="right"
+VALIGN="bottom"
+><A
+HREF="sdlaudiospec.html"
+ACCESSKEY="N"
+>Next</A
+></TD
+></TR
+></TABLE
+><HR
+ALIGN="LEFT"
+WIDTH="100%"></DIV
+><DIV
+CLASS="CHAPTER"
+><H1
+><A
+NAME="AUDIO"
+></A
+>Chapter 10. Audio</H1
+><DIV
+CLASS="TOC"
+><DL
+><DT
+><B
+>Table of Contents</B
+></DT
+><DT
+><A
+HREF="sdlaudiospec.html"
+>SDL_AudioSpec</A
+>&nbsp;--&nbsp;Audio Specification Structure</DT
+><DT
+><A
+HREF="sdlopenaudio.html"
+>SDL_OpenAudio</A
+>&nbsp;--&nbsp;Opens the audio device with the desired parameters.</DT
+><DT
+><A
+HREF="sdlpauseaudio.html"
+>SDL_PauseAudio</A
+>&nbsp;--&nbsp;Pauses and unpauses the audio callback processing</DT
+><DT
+><A
+HREF="sdlgetaudiostatus.html"
+>SDL_GetAudioStatus</A
+>&nbsp;--&nbsp;Get the current audio state</DT
+><DT
+><A
+HREF="sdlloadwav.html"
+>SDL_LoadWAV</A
+>&nbsp;--&nbsp;Load a WAVE file</DT
+><DT
+><A
+HREF="sdlfreewav.html"
+>SDL_FreeWAV</A
+>&nbsp;--&nbsp;Frees previously opened WAV data</DT
+><DT
+><A
+HREF="sdlaudiocvt.html"
+>SDL_AudioCVT</A
+>&nbsp;--&nbsp;Audio Conversion Structure</DT
+><DT
+><A
+HREF="sdlbuildaudiocvt.html"
+>SDL_BuildAudioCVT</A
+>&nbsp;--&nbsp;Initializes a SDL_AudioCVT structure for conversion</DT
+><DT
+><A
+HREF="sdlconvertaudio.html"
+>SDL_ConvertAudio</A
+>&nbsp;--&nbsp;Convert audio data to a desired audio format.</DT
+><DT
+><A
+HREF="sdlmixaudio.html"
+>SDL_MixAudio</A
+>&nbsp;--&nbsp;Mix audio data</DT
+><DT
+><A
+HREF="sdllockaudio.html"
+>SDL_LockAudio</A
+>&nbsp;--&nbsp;Lock out the callback function</DT
+><DT
+><A
+HREF="sdlunlockaudio.html"
+>SDL_UnlockAudio</A
+>&nbsp;--&nbsp;Unlock the callback function</DT
+><DT
+><A
+HREF="sdlcloseaudio.html"
+>SDL_CloseAudio</A
+>&nbsp;--&nbsp;Shuts down audio processing and closes the audio device.</DT
+></DL
+></DIV
+><P
+>Sound on the computer is translated from waves that you hear into a series of
+values, or samples, each representing the amplitude of the wave. When these
+samples are sent in a stream to a sound card, an approximation of the original
+wave can be recreated. The more bits used to represent the amplitude, and the
+greater frequency these samples are gathered, the closer the approximated
+sound is to the original, and the better the quality of sound.</P
+><P
+>This library supports both 8 and 16 bit signed and unsigned sound samples,
+at frequencies ranging from 11025 Hz to 44100 Hz, depending on the
+underlying hardware. If the hardware doesn't support the desired audio
+format or frequency, it can be emulated if desired (See
+<A
+HREF="sdlopenaudio.html"
+><TT
+CLASS="FUNCTION"
+>SDL_OpenAudio()</TT
+></A
+>)</P
+><P
+>A commonly supported audio format is 16 bits per sample at 22050 Hz.</P
+></DIV
+><DIV
+CLASS="NAVFOOTER"
+><HR
+ALIGN="LEFT"
+WIDTH="100%"><TABLE
+SUMMARY="Footer navigation table"
+WIDTH="100%"
+BORDER="0"